As I have told earlier, I have been working on Design 3D v4.0, and it was mostly done sometime last summer. What's taking so ling is the updating of the manual. Because of the big changes in the program, lots of changes to the manual was nessecary. Today, I compleeted the manual, and a copy of the text can be seen below.

If you are planning to use the new version when it arrives, you should read through the manual as of bigh changes have been made. If you only are curious, you can read through to see what feautres the program includes.

The only thing keeping me from uploading it is that I don't have my USB <-> USB-Mini cable avalible right now.

Here is the readme (manual in text-only):

Code:
Design 3D Version 4.0
By Frode van der Meeren and Kerm Martian
11.March.2009


Table of contents:

   •   Legal
   •   Introduction
   •   The Converter
   •   Other new stuff
   •   Getting-Started Guide

   •   User’s Guide – Menus
   •   User’s Guide – Table mode
   •   User’s Guide – Table mode
   •   User’s Guide – View mode

   •   Technical Stuff – System requirements
   •   Technical Stuff – Program modules
   •   Technical Stuff – Variables used
   •   Technical Stuff – Saved Data

   •   Files supplied with Design 3D
   •   Ending Words
   •   Contact information


Legal:

   Design 3D and all of its contents are freeware, and for non-profit use only.
   The program might be copied freely, as long as nothing is changed. Do not use
   any bigger fragments of the code by purpose without giving both Kerm Martian
   and me (Frode van der Meeren) credit for it. By credit I mean a note in a readme
   file or a manual.


Introduction:

   Design 3D is a useful basic program designed to make short 3D movies of rather
   good quality on your calculator. It is simple to use, and quite handy if you
   want to impress a friend or something like that.

   This manual should give you all the information you need to take full use of the
   program and all of its functions. If you are used to the program, you can skip the
   getting-started guide, but I suggest that you read it if you haven’t used the
   program before.

   Before starting, please note: There is only one revision of Design 3D v4. It does
   only work under TI83+ Calculators. If you got a TI83, please get the TI83 version
   of Design 3D v3.5.

   Also note that the file-format has changed since v3.5. Because if that, I have
   implemented a handy utility for importing and optimizing saved projects.


The Converter:

   To run the converter, make sure you got module D, O and Q available on your calculator,
   and run “D3DCONV” or press “X,T,Ø,n” in Editor Mode (Point sub-Mode). Then you’ll get
   to the convert-menu. From this menu, use the arrow-keys and select “Open” if the project
   to be converted isn’t already opened. It doesn’t matter what version of Design 3D the
   project you open are made by.

   When you got the correct project opened, you may select one of the converting options.
   If you previously used Design 3D v3.5, you would probably select “v3.5 TO v4.0+” to make
   the project usable in this version. If you want to just “clean up” a v4.0 project, you
   should select “OPTIMIZE v4.0+” to clear out duplicating objects.

   After selecting an option, you will see a screen showing some counting numbers. These
   numbers are the program’s progress in converting your program. It will do everything it
   can to get you the best result, so converting v3.x projects to v4.0+ includes the
   optimizing routines. Since many points are duplicates in projects made in earlier versions,
   it may take some time to get them converted.

   When done converting, you will be taken back to the menu, where you should select
   “SAVE/EXIT”. Then you’ll get a new menu, from this, select “SAVE / CLOSE”, and you can
   choose if you’d like to save the converted file or not.


   Description of numbers appearing when upgrading or optimizing files:

      PLEASE WAIT...
      -Lines left to move (v3.2- > v3.5)
      -Lines left to map (v3.5 > v4.0+)
      -Points left to scan (Optimize v4.0+ part 1)
      -   For duplicates
      -      Points left to move if duplicate found
      -      Lines left to remap
      -Lines left to scan (Optimize v4.0+ part 2)
      -   For duplicates
      -      Lines left to move if duplicate found


   Description of numbers appearing when downgrading files:

      PLEASE WAIT...
      -Lines left to unpack (v4.0+ > v3.5)
      -Lines left to move (v3.5 > v3.2-)


   Differences between the engines:

   Engine 1:
      The first generation of the Design 3D engine was made by Kerm. It used list X, Y and Z
      to store coordination pairs, and between the coordinates of each pair, a line was drawn
      on render. This makes the total number of lines 499. This version of the engine skipped
      the first pair in the list for some reason, limiting the maximum number of lines to only
      498. This engine was used in up to version 3.2 of design 3D.

   Engine 1.5:
      This engine is nearly the same as engine 1. The only difference is that it utilizes the
      first pair of coordinates instead of skipping it, allowing up to 499 independent lines.
      Because of this, converting projects between engine 1 and engine 1.5 is pretty easy.
      This engine is used in Design 3D version 3.5.

   Engine 2:
      This is the second generation engine, and it is used in this version of Design 3D. It is
      a major improvement over the first generation as of it stores coordinate-data separate from
      line-data. This allow for more flexibility, and more lines. The way this engine works is
      that it has some lists (X, Y and Z) of coordinates, and some other lists (S* and E*) of
      pointers telling from what coordinate a line starts and stops. This allows for up to amazingly
      999 lines drawn in-between 999 different points, and in most causes, the saved data takes
      less space too!

      *   List S (for ‘Start’) is the pointer to the start of the line, while list E (for ‘End’) is
         the pointer to the end of the line.


Other new stuff:

   Another thing new in this version of Design 3D is module usage. Instead of having the whole program in one
   big RAM-eating program file, it is spit into smaller modules where only the active module is being kept in
   RAM (the others are archived/kept in the flash memory). This reduces the minimum amount of RAM required for
   running the program to lesser than 5K, instead of 15-20K! The trade-off, however, is a smaller delay when
   changing modules and incompatibility with the TI 83. For TI 83+ users, unused modules don’t need to be present.


Getting-Started Guide:

   This guide will teach you how to make a small project and an animation out of it. I assume that you already
   have transferred all the required files (See “Files supplied with Design 3D”) to your calculator, and that your
   calculator is turned on. Let’s get started!


   How to run the program:

      1.   Click on the button marked “PRGM”
      2.   In the menu, scroll down (by using the arrow keys) to you find the program “DESIGN3D”
      3.   Select it by pressing enter when the cursor is next to the name. Press enter again to run it


   The main menu:

      What you see is the main menu. You use the up and down arrow keys to move the cursor, and enter to
      select the option to the right for the cursor. If you want, you can scroll down to the help option and
      press enter to select it, and then repeat pressing enter to flip through the pages of the quick-help
      file that’s built into the program. When you return back to the main menu, select “New”


   Editor mode:
      In editor mode you have a panel at the lower left showing where the cursor is, how many points there are
      (in Point sub-mode) or the active point’s ID (in Line sub-mode), and the cursor movement factor (or CMF;
      how much the cursor moves each time you press the cursor movement keys). The format of this panel is
      X, Y, Z, Points, CMF. The cursor is marked as an inverted pixel on the display. When you enter editor mode,
      the point sub-mode is active. You move the cursor in the X and Y directions by using the arrow keys plus
      “VARS” and “CLEAR” for the Z direction. Try it out! Try change the CMF by using “*” and “/“.  When you get
      used to how the cursor movement works, skip to the next section.


   How to make a line in 3D:
      1.   Move the cursor to where you want the line to start
      2.   Press “ENTER” to place a point
      3.   Move the cursor to where you want the line to end
      4.   Press “ENTER” once more to place another point
      5.   Press “(–)” to change to line sub-mode
      6.   Scroll through the points with the arrow keys till you find the one where the line will start
      7.   Press “ENTER” to select it
      8.   Keep scrolling till you find the point where the line will end
      9.   Press “ENTER” again
      10.   The working area will be re-rendered with the new line included
      11.   Press “(–)” to go back to point sub-mode
      12.   Repeat from step 1 for the next line.

   Hints:
      1. It is quickest to place all the points before connecting them with lines.      
      2. If you misplace a point, you can change it while selecting it in line sub-mode by pressing “^”.


   More editor mode:
      To make a model, you just repeat the previous step until you are done, and if you want, you can use some of the
      special functions for help. See the next section for details. One command I would like to comment is the manually
      typed in cursor coordinates function. You select this function by pressing “^”, and when selected, you will be
      prompted for new values for X, Y and Z. The number appearing to the right at the line above the prompt is the
      current value when the function was selected. If this function is used in line sub-mode, the active point will move
      with the cursor. When you have your model somewhat finished, press “ALPHA” to enter table mode.


   Table mode:
      Table mode is one of the easiest ways to edit a project. It is simply a table displaying all points and lines in the
      entire project. The line-data are references to point coordinates. This table has some arrow pointers, pointing at a
      special value in the list. You navigate in the list mainly by using the arrow keys. When you press enter, you will be
      prompted for a new value for the value the pointers where pointing at. You can try it out if you want, but be aware
      that your project might be altered. Return to editor mode by pressing “ALPHA” again (when entered from view mode,
      “ALPHA” will return to view mode instead of editor mode). When you are in editor mode, press “GRAPH” to enter view mode.


   View mode:
      In view mode, you can rotate the object. What you should mainly know is that pressing enter will store the display in the
      current frame, but pressing “X,T,?,n” will add (or “mix”) the display to the frame and then store. When a frame is stored,
      the current frame number will increase by one. You can however manually control the current-frame-counter with “+” and “–”.
      You make an animation by store a frame, then make a small change, like rotation, movement, or a change in the structure
      (Yes, Table mode is available from view mode, just note that any changes you do here will only be affected in view mode)
      and store the next frame (if you get any errors, you should free some RAM on your calculator). When you have enough recorded
      frames, press “PRGM” to set the animation properties (make sure that you enter a valid number of frames and that all the
      frames in the range you enter do exist). When you get back to “view mode”, press “2ND” to go to the main menu. If you
      want to, you can save the file in one of the salve slots, if you don’t want to, select “no” at the menu. You will now be
      back at the main menu.


   View an animation:
      To view an animation is easy, just select “View Animated” from the main menu, and the animation will start. Press any key
      stop the animation and return back to main menu. Note that you can also set the animation properties from the main menu.


   Ending-words:
      I hope this helped you to get a clear overview of the program. To quit, simply select “Quit” form the main menu.
      If you are interested to know some of the special functions, pleas read the users guide.

User’s Guide:

   This section describes all functions of the program. I highly suggest reading this section.


   Menus:
      In all menus, you use the up and down arrow-keys to navigate and “ENTER” to select an option.

      The Main Menu:
         “New” is the function to use if you want to start a brand new project.
         “Open...” this opens a new menu where you can select to open one of seven save slots.
         “View AniMated” runs through the short animation stored in the picture variables.
         “HeLp” opens the quick help file in the program.
         “Quit” exits the program.
         In addition, pressing “PRGM” in the Main Menu will let you set the animation properties.

      The Open Menu:
         This menu consists of a list where you can select one of seven saved projects to open.
         You can also press “2ND” to return to the main menu, or you can press “ALPHA” to use a
         manually loaded project.

      The Save Menu:
         “YES” let you save the open project
         “NO” will not let you save the project
         “CANCEL” will take you back to the editor or converter


   Editor mode:

      Overview:
         Editor mode is the graphical editor tool of the program. You can use this mode to make the 3D
         model in a graphical interface. Editor Mode consists of a work-area, a cursor and a display;
         it is easy to use because you can see the model while you work on it.

      Cursor & Display:
         When you use the editor you move around a cursor. This cursor can be moved in 3 dimensions and
         it is moved by using the arrow-keys for X and Y, while “VARS” and “CLEAR” for Z. When the cursor
         moves, it moves with the step of the Cursor Movement Factor. This value is multiplied or divided
         by 10 by pressing the “*” and “/” keys. In the lower left of the screen, there is a display of
         the coordinates for the cursor, the Cursor Movement Factor, and point data (number of points in
         Point sub-mode or active point ID in Line sub-mode). The format of this display is (X,Y,Z,Points,CMF).
         You can also type in the coordinates for the cursor manually.

      Point sub-mode:
         Point sub-mode is specialized for adding points to your projects. A line is always drawn between two
         points, so points are important. In this sub mode, the cursor will move with the CMF when the arrow keys
         or “VARS”/”CLEAR” is being pressed (see above). “^” will move the cursor to a prompted coordinate, and
         “ENTER” will set a point at the cursor. “DEL” will delete the last point added, and “X,T,Ø,n” will load
         the file converter. Use “(–)” to toggle to Line sub-mode. All lines going to a deleted point will still
         be present, and reappear when a point with the same ID number is created.

      Line sub-mode:
         Line sub-mode is the mode where you connect the points with lines. You should have at least two points
         before entering this mode. The pointer will scroll through the points, one at a time with the arrow keys,
         and ten at a time with “VARS”/”CLEAR”. “^” will not only move the cursor to a prompted location, but it
         will also move the active point to the same location. “DEL” will delete the last created line, and “ENTER”
         will select a point. “X,T,Ø,n” will jump to a prompted point number. To make a line, scroll to the point
         where you want to the line to start, select it, and repeat for the end of the line. Use “(–)” to toggle
         to Point sub-mode.

      Work area:
         The work area (or screen contents) is what of the project that is on the screen. You can move around by
         using the number keys (think the Num-pad on the PC Keyboards). You move the view by using “8”, “4”, “6”
         and “2”. “5” will centre the view on the cursor, wile “0” will reset the cursor, CMF, display, zoom and
         view. “+” and “–” zooms in and out. And “*” / “/” will multiply/divide the CMF by 10.

      Visibility:
         You can toggle what’s visible on the screen on and off. “STAT” will hide/show points (hidden at default),
         while “PRGM” will hide/show lines (shown at default).

      Views:
         In editor mode, you can utilise different views. The following views are available: side view, top view,
         front view and isometric view. Isometric view is default and the only available view in view mode. To select
         view, use “Y=” for isometric view, “WINDOW” for front view, “ZOOM” for side view and “TRACE” for top view.

      Scales:
         Scaling is a useful function. It allows you to scale the three different axes individually from each other.
         All coordinates will be multiplied with the scales during rendering. Scaling is available in both editor and
         view mode. To edit the scales, press “MODE”

      Change mode:
         If you want to change mode, use “ALPHA” to go to Table Mode, and “GRAPH” to go to View Mode. “2ND” will take
         you to the Save Menu and then the Main Menu.


   Table Mode:

      Overview:
         Table mode is the more advanced way to make a 3D model. In table mode, you can not only add points and make
         lines in a project, but you can more precisely delete, edit or move them around as you like! For most users,
         Table mode is an expansion to editor mode, used for more flexibility and moving content from one project to
         another. Table mode consists of two combined tables and two arrow pointers. The first table is of points and
         their coordinates (PX, PY and PZ), while the second table is for the lines (LS and LE).

      Table & Display:
         The table in table mode is easy to navigate. You use up and down arrows to select row, and right and left
         arrows to select column. When you reach the end of the current page, you will be taken to the next page, and
         if you exceed the end of a table, new items will be added accordingly. The page number is displayed in the
         lower left corner. “+” and “–” takes you to the next or previous page, while “*” and “/” skips 10 pages at
         a time. Two functions let you jump to the first and last pages. “CLEAR” goes to the first and “^” to the last.
         Note that the last pages might differ from the two tables.

      Editing:
         You can edit coordinates by pointing at the coordinate to be changed with the arrow pointers and pressing
         “ENTER”. You will then be prompted for a new value for the coordinate. Press enter when you have typed in the
         value. The procedure is exactly the same for line pointers. Note that a line referring to a non-existing point
         will not be rendered until the point referred to contain a coordinate.

      Clipboards:
         One of the more advanced tools in table mode is the clipboards. You can cut, copy, paste and replace items all
         because of this feature; you can even clear them if you like. The clipboards works just like a stack, when you
         copy or cut; it is pushed on the top of the stack (clipboard), and when you paste or replace; the item is popped
         of the stack (clipboard). To make it simple, the first item on is the last item off. One advantage is that the
         clipboard is saved when you exit the program, so you can copy items from one project to another without any
         trouble. There is one clipboard for each table (see above), one for lines and one for complete lines. Which
         clipboard being used depends on what of the two tables the column-arrow is pointing at, and the item depends on
         what the row-arrow is pointing at. When pasting a line, both of the pasted line’s coordinates are added to the
         bottom of the point table, and the line is added to where the row-arrow points at. When pasting and cutting points;
         some of the lines are remapped to avoid other lines being affected by the action. Keys used are “Y=” for copy,
         “WINDOW” for cut, “ZOOM” to clear (empty) the clipboard, “TRACE” to paste and “GRAPH” to replace.

      Delete & Insert:
         Delete is self explaining. The current item (pointed at by the row) will be deleted, and the row-arrow will be moved
         to the line before. The key used is “DEL”, and the same safety actions as with “cut” occur. Insert is the opposite of
         Delete. A new item is inserted where the row-arrow is pointing. The key used is “MODE”, and the same safety-actions
         as with “paste” takes place.

      Change mode:
         “2ND” will, as with all the other modes, take you to the Save Menu and then the Main Menu, while “ALPHA” brings you
         back to Editor Mode.


   View mode:

      Overview:
         View mode is made for making an animation out of your 3D object. This animation can be anything from 2 to 10 frames
         in length. Table mode is also available from view mode, but note that any changes you do will be temporary. View mode
         has some functions similar to editor mode, but many of them are found on different keystrokes. To enter View mode, the
         project have to contain at least one line.

      Rotation & Display:
         View mode looks somewhat similar to editor mode but it doesn’t have any kind of cursor or extra displays. It has a
         rotation point (centre) for rotation, default at (0,0,0), and a “camera” (the display is what this “camera” can see).
         Instead of moving a cursor, you zoom and moves the “camera”. You can also rotate the object. Both “camera” movements
         and rotation is done with the arrow keys, “VARS” and “CLEAR”, and you toggle between the rotate sub-mode and pan sub-mode
         with the “MATH” key. Note that some functions might reset this mode to default, and default is rotate sub-mode. “(–)”
         reset the zooming.

      Rotation settings:
         The rotation setting is how smooth and accurate rotations you want. You have to type in what rotation quality you want
         (how many degrees for each step of calculating the rotation), and the rotation factor (how many degrees you actually
         want to rotate each time a rotation occurs, should be a multiple of the rotation quality). The lesser the number used
         for the quality, the more accurate is the rotation, but it takes more time to complete. The rotation factor should be
         equal or greater than the rotation quality.

      Rotation point:
         The rotation point can be changed at any time. To do this, you use “8”, ”4”, “6”, “2” for X and Y as described in the
         “Working area” section of “Editor mode”. In addition, you use “7” and “9” for Z. Just like in editor mode; “5” centres
         the view on the rotation point, and “0” resets all rotation and the rotation point.

      Scales:
         See the “Scales” section of “Editor Mode”.

      Views:
         See the “Views” section of “Editor Mode”.

      Animation:
         Animation is unique for view mode. I will start off with the “+” and “–” buttons. Pressing those will skip to next frame
         or previous frame. Enter (Store-frame) will probably be the most used button, as it stores the current display in the
         current frame and jumps to the next frame. Close related to the Store-frame function is the Mix-and-store-frame function
         located at “X,T,Ø,n”. This function is the same as the Store-frame function, but it mixes the old contents of the frame
         with the display before stored. A new addition to the animation functions is the ability to add temporary text on the
         display before recording the frame. This text will disappear each time a re-render occurs. The last animation function
         is the “Animation Properties” This function can be found on “PRGM” and is also available on the same key from the Main Menu.

      Animation Properties:
         The first thing you will be asked for is the starting and ending frame. The starting frame must have a number above or equal
         to 0 while lesser than the ending frame, and the ending frame must not be greater than 9. Then you will be typed for the
         animation mode. The options are Regular (repeating forwards and backwards), forwards (repeating forwards) and backwards
         (repeating backwards). Type the number to the left of the function you want. The last option is the speed level. For
         smoothest animation type 0, but if you want it slower, you can type something like 10 or greater. If you mistype or
         type something invalid, you will be automatically prompted again.

      Changing Mode:
         You can change to Table Mode by pressing “ALPHA”, however, note that changes are temporary and will only stay as
         long as you don’t leave to Editor Mode or the Main Menu. To leave to the Save Menu and the Main Menu, press
         “2ND”, and to return to Editor Mode, press “GRAPH”


Technical Stuff:
   There is only one limitation except for how much available memory you have: Max 999 Lines between 999 different points.

   System requirements:
      About 4000 bytes free RAM
      About 10000 bytes of free Archive space
      At least 10000 bytes of free RAM is recommended

   Program modules:

      M = Main Menu      N = New Project      O = Open project
      A = Editor Mode      C = Table Mode      Q = Save project
      B = View Mode      F = View Animated      H = Help File
      D = Converter

   Variables used:
      Design 3D does always use the following variables:
         All variables from A to Z         = For runtime usage
         All string variables from Str0 to Str9      = To lower the size of the program
         List(X), List(Y), List(Z), List(S), List(E)   = For the 3D model
         List(A), List(B), List(C)         = For the backup 3D model in view mode
         List(CB)               = For the clipboard of lines
         List(CP)               = For the clipboard of points
         List(D3DA)               = For animation properties

      Design 3D does upon request use the following variables:
         Any picture variables form Img0 to Img9         = For the animation
         List(D1X), List(D1Y), List(D1Z) ,List(D1S), List(D1E)   = For save-slot 1
         List(D2X), List(D2Y), List(D2Z) ,List(D2S), List(D2E)   = For save-slot 2
         List(D3X), List(D3Y), List(D3Z) ,List(D3S), List(D3E)   = For save-slot 3
         List(D4X), List(D4Y), List(D4Z) ,List(D4S), List(D4E)   = For save-slot 4
         List(D5X), List(D5Y), List(D5Z) ,List(D5S), List(D5E)   = For save-slot 5
         List(D6X), List(D6Y), List(D6Z) ,List(D6S), List(D6E)   = For save-slot 6
         List(D7X), List(D7Y), List(D7Z) ,List(D7S), List(D7E)   = For save-slot 7

   Saved data:
      The saved projects are saved to the variables listed above. If you want to send the contents
      of a save-slot to a friend, just send the save-slot’s variables and he/she will be able to open
      the project. To delete a save-slot, just delete the variables of the save-slot you want deleted.
      In this package you’ll get two sample projects. These projects are the six extra files and they
      can be loaded from save-slot 1 and 2 if those six files are sent to your calculator.


Files supplied with Design 3D:
   The following files are included in the Design 3D Package:
      DESIGN3D.8xp   = The Design 3D Starter
      D3DCONV.8xp   = The Design 3D File Converter Starter
      D3DGRPA.8xp   = The Editor Mode module
      D3DGRPB.8xp   = The View Mode module
      D3DGRPC.8xp   = The Table Mode module
      D3DGRPD.8xp   = The Converter module
      D3DGRPF.8xp   = The Play-Animation module
      D3DGRPH.8xp   = The Quick-Help module
      D3DGRPM.8xp   = The Main Menu module
      D3DGRPN.8xp   = The New Project module
      D3DGRPO.8xp   = The Open Project module
      D3DGRPQ.8xp   = The Save Project module
      D3DJMP.8xp   = Runtime Control program
      D3DJMPA.8xp   = Module Control program
      D1X.8xl      = Sample project 1 Part 1
      D1Y.8xl      = Sample project 1 Part 2
      D1Z.8xl      = Sample project 1 Part 3
      D1S.8xl      = Sample project 1 Part 4
      D1E.8xl      = Sample project 1 Part 5
      D2X.8xl      = Sample project 2 Part 1
      D2Y.8xl      = Sample project 2 Part 2
      D2Z.8xl      = Sample project 2 Part 3
      D2S.8xl      = Sample project 2 Part 4
      D2E.8xl      = Sample project 2 Part 5
      Manual.doc   = This Manual
      Readme.txt   = This Manual in text-only


Ending words:
   I really hope you enjoy using Design 3D and that you find it useful. This will probably be
   the last Design 3D version released by me, as of I feel that there isn’t much more that can
   be added and the program is almost perfect in my eyes. However, I will gladly take feedback
   and listen to what you have to say about it.

   It’s been a great time programming it, since I took over the development from version 3 and
   onward. In the past years, the program has grown from a small beta project to a full blown
   user-friendly 3D utility. I have put hours of my spare-time into this and, I really hope you
   like it.

   As the current main author, I would like to first thank Kerm Martian for making the first and
   second version of this great program. Second I would like to thank my parents for buying me
   such a great calculator as the TI84+ SE. And third, I would like to thank you for showing
   interest in such a great program.

   Frode van der Meeren, 11 March 2009


Contact information:

   Frode van der Meeren
   fvdm1992[-at-]yahoo.no

   Kerm Martian
   Admin[-at-]cemetech.net
  
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